uniform sampler2D texture;

in vec4 out_color;
in vec2 out_uv;
in vec3 out_normal;

void main()
{
	vec4 tex=texture2D(texture,out_uv);
	gl_FragColor=vec4((tex                      *clamp(0.5+0.5*dot(out_normal,normalize(directional_light.xyz)),0,1)).xyz,tex.w)*object_color*out_color;
//	gl_FragColor=vec4((texture2D(texture,out_uv)*clamp(0.5+0.5*dot(out_normal,normalize(directional_light.xyz)),0,1)).xyz,1)*object_color*out_color;
}